glsl: use the BA1 macro for textureCubeArrayShadow()
For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -847,7 +847,7 @@ private:
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const glsl_type *sampler_type,
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const glsl_type *coord_type,
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int flags = 0);
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B0(textureCubeArrayShadow);
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BA1(textureCubeArrayShadow);
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ir_function_signature *_texelFetch(builtin_available_predicate avail,
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const glsl_type *return_type,
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const glsl_type *sampler_type,
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@ -1839,7 +1839,7 @@ builtin_builder::create_builtins()
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/* samplerCubeArrayShadow is special; it has an extra parameter
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* for the shadow comparator since there is no vec5 type.
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*/
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_textureCubeArrayShadow(),
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_textureCubeArrayShadow(texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
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_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
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_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
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@ -5064,12 +5064,13 @@ builtin_builder::_texture(ir_texture_opcode opcode,
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}
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ir_function_signature *
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builtin_builder::_textureCubeArrayShadow()
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builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail,
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const glsl_type *sampler_type)
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{
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ir_variable *s = in_var(glsl_type::samplerCubeArrayShadow_type, "sampler");
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ir_variable *s = in_var(sampler_type, "sampler");
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ir_variable *P = in_var(glsl_type::vec4_type, "P");
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ir_variable *compare = in_var(glsl_type::float_type, "compare");
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MAKE_SIG(glsl_type::float_type, texture_cube_map_array, 3, s, P, compare);
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MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
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ir_texture *tex = new(mem_ctx) ir_texture(ir_tex);
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tex->set_sampler(var_ref(s), glsl_type::float_type);
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